Course Summary

How real-time CGI actually gets computed. Covers the modern graphics pipeline, GPU hardware, and advanced techniques like global illumination and hardware raytracing.

Lecture Topics

  • (y-) 01_introduction: Why Real-Time Graphics? Course overview and lab exercises.
  • (y-) 02_graphics_pipeline: GPU history, architecture, and the “Shoe Factory” analogy.
  • (y-) 03_gpu_architecture_parallelism: Detailed pipeline stages and modern API vs. OpenGL.
  • (y-) 04_cg_primer: Math foundations, transformations, and shading models.
  • (y-) 05_shading_models: BRDFs, Lambert, Phong, Blinn-Phong, Cook-Torrance, Disney BRDF.
  • (y-) 06_textures: Texture mapping, filtering, multipass rendering, environment mapping, and bump/normal mapping.
  • (y-) 07_deferred_shading: Deferred rendering, G-Buffers, deferred lighting, light volumes, visibility buffers, and normal encoding.
  • (y-) 08_special_effects: Postprocessing pipeline, separable Gaussian, bloom, depth of field, bilateral filters, edge detection, anti-aliasing (SSAA/MSAA/MLAA/TAA), motion blur, lens flare, billboards, particle systems.
  • (y-) 09_semi_global_illumination: Semi-global illumination, reflections, transparency/order-independent transparency, shadow techniques, and ambient occlusion.
  • (y-) 10_global_illumination: Real-time global illumination, radiosity, photon mapping, instant radiosity, reflective shadow maps, illumination probes, PRT, hybrid caching.
  • (y-) 11_gpu_raytracing: GPU raytracing pipeline, RT cores, the five ray shader types, ray payload/attributes, hybrid rendering, raytraced shadows/AO/reflections, denoising.
  • (y-) 12_hdr: High dynamic range rendering, tone mapping operators, exposure and the human visual system, bloom, and HDR display output.
  • (y-) 13_lod: Levels of detail, static/reactive/predictive selection, switching (popping, blending, geomorphing), simplification operators, quadric error metric, continuous/view-dependent/terrain LOD.
  • (y-) 14_visibility: Output-sensitive rendering, frustum/backface/occlusion culling, BVH, PVS classification, occluder fusion, cells and portals, hierarchical depth buffer, region visibility, virtual occluders.
  • (y-) 15_virtual_textures: Clipmaps, virtual memory for textures, tiled virtual textures, tile fault pass, geometry clipmaps, and Nanite’s combination of all acceleration techniques.
  • Compute Shaders: General-purpose computation on the GPU.

Exercises

  1. Basic Rendering: Indexed buffers, quads, rotating cubes, and texturing.
  2. Screen-Space Post-Processing: Bilateral upscaling and anti-aliasing techniques.
  3. Particle System: Billboards, GPU instancing, and compute shaders.
  4. Advanced Topics: Hardware Raytracing or Screen-Space Ambient Occlusion (SSAO).

Resources

  • Main Book: Real-Time Rendering, 4th Edition by Tomas Akenine-Möller et al.
  • Engine: DiligentEngine: cross-platform rendering engine.
  • Lecturer: Dieter Schmalstieg

(y) Back to Notes

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